1. an elite infantry can move 2 and battle right, if powered with Infantry Assault, can he move 3 and battle ?

No, he can`t move 3 and battle.

With infantry assault card elite infantry can move 0-2 and battle(as normal) or move 3 and NOT battle(this extra movement when not battleing is the only effect of playing infantry assault cards on elite infantry.)

thanks a lot for the answer, ok elite cannot move 3 and battle, and strafed with 2d is awesome

btw, since i'm pretty new to the air sortie rules, i need another clarification, so basically an airborne plane is cannot get hit by anything right ? it flew away if in the next turn, we don't order it

but if it happened to be ordered, then we do the aircheck, if it's on a town and right adjacent to him an enemy unit, then he rolls 3d for aircheck, if a grenade is tossed, then the enemy got a medal for the destroyed plane, am i correct ?

thanks a lot for the answer, ok elite cannot move 3 and battle, and strafed with 2d is awesome

btw, since i'm pretty new to the air sortie rules, i need another clarification, so basically an airborne plane is cannot get hit by anything right ? it flew away if in the next turn, we don't order it

but if it happened to be ordered, then we do the aircheck, if it's on a town and right adjacent to him an enemy unit, then he rolls 3d for aircheck, if a grenade is tossed, then the enemy got a medal for the destroyed plane, am i correct ?

You got it! The planes don't change the battles in a huge way but they can add a subtle element that I really enjoy. It looks like you understand the rules really well.

hi jesse
yes i agree with you, the plane is not changing the game in a huge way, but sometimes it can help a lot, especially in a situation when strafing artilerry, that flag or star can be useful, or strafing three infantries with 1 figure at the backrow

Regarding the airpower, there is one rule I'd like to see changed. The flags that can't be ignored are tough and I wish it weren't the case. Mainly because if I were to imagine myself dug in and comfy in a foxhole, I wouldn't jump out and run away if a plane was shooting or bombing us. I'd get deeper into the hole.

Several games I've played have been lopsided especially in the Fall Gelb campaign because the Axis flies planes and picks off my artillery and then it's a breeze for the axis to sweep in and finish me off. Artillery on the back row are sitting ducks since they can't ignore retreats. Moving them up is fine but I'm getting spanked by the axis who are just being patient while the birds buzz around.

to answer your question, probably in reality, the air-bombing raid is too heavy to handle that they really really need to retreat from that hole otherwise they'll get burnt

but from a gamers perspective, that maybe just to add more strength to the airstrike, considering it only rolls 1d, i have experienced myself striking 4 consecutive hits against an artilerry and got no chance of GRE,FLG,or STR at all

btw just add several questions to be clarified :

4. if a plane enters the board, should it start its first movement at an open hex, or could he straightly strafed an enemy ?

5. if i have air strike card (not sortie), considering it's the same as air sortie, can i play it along with my section card ?
and after playing, i should draw 2 cards right ?

6. if a plane is airborne, and two enemy units are right beside it, and i play an Assault card (order all), can i decide not to order the plane (because there'll be 2d aircheck and i won't take the risk) or should i keep ordering the plane ?

4. if a plane enters the board, should it start its first movement at an open hex, or could he straightly strafed an enemy ?

The plane must enter a full hex, but it doesn't have to be empty. It can strafe an enemy right away!

Quote:

5. if i have air strike card (not sortie), considering it's the same as air sortie, can i play it along with my section card ?
and after playing, i should draw 2 cards right?

If you are playing with the Air Rules (bringing Airplanes onto the board), you treat the Air Strike card exaclty like an Air Sortie card. So you would put in face up on the table when you draw it and pick another card. That means you can play it with a section card but you wouldn't draw a card to replenish the Air Strike card.

Quote:

6. if a plane is airborne, and two enemy units are right beside it, and i play an Assault card (order all), can i decide not to order the plane (because there'll be 2d aircheck and i won't take the risk) or should i keep ordering the plane ?
Thanks

You can decide not to order the plane and it will safely fly off the board. You never have to order the plane.

5. if i have air strike card (not sortie), considering it's the same as air sortie, can i play it along with my section card? And after playing, I should draw 2 cards right?

And Rasmussen replied:

Quote:

If you are playing with the Air Rules (bringing Airplanes onto the board), you treat the Air Strike card exaclty like an Air Sortie card. So you would put in face up on the table when you draw it and pick another card. That means you can play it with a section card but you wouldn't draw a card to replenish the Air Strike card.

Here's what it says on page 4 of Air Rules:

Quote:

In addition, when Air Rules are in effect, Air Power cards must be played as if they were Air Sortie cards instead; And cards that are deemed equivalent by the Scenario's Special rules - such as a Recon 1 card when Air Strikes & Blitz rules are in effect - may be played, at the player's option, as indicated on the card (e.g. a Recon 1) OR as an Air Sortie card instead.

Unlike true Air Sortie cards, these cards are never placed face up nor shown to the other player beforehand; they can never be played in combination with a Section card; and they are replaced as normal, once played, at the end of the player's turn.

So the simple answer, actually, is that Air Power and other "Air Sortie equivalents" must be played from your hand, and may not be played in combination with another card. But they have great surprise value.

In addition, when Air Rules are in effect, Air Power cards must be played as if they were Air Sortie cards instead; And cards that are deemed equivalent by the Scenario's Special rules - such as a Recon 1 card when Air Strikes & Blitz rules are in effect - may be played, at the player's option, as indicated on the card (e.g. a Recon 1) OR as an Air Sortie card instead.

Unlike true Air Sortie cards, these cards are never placed face up nor shown to the other player beforehand; they can never be played in combination with a Section card; and they are replaced as normal, once played, at the end of the player's turn.

So the simple answer, actually, is that Air Power and other "Air Sortie equivalents" must be played from your hand, and may not be played in combination with another card. But they have great surprise value.

Hey Sam, you're right that Air Power equivalent cards can be played from your hand and allow for the surprise value but the Air Strike card is not an Air Power equivalent; it's treated just like an Air Power card and must be layed face up on the table when it is drawn. Recon 1 is an Air Power equivalent and is played from the hand.

If you look at the rules, it says

Quote:

when Air Rules are in effect, Air Power cards must be played as if they were Air Sortie cards instead

and then it goes on to talk about Air Power equivalent cards which are different.

thanks guys, i think everything seems clearer now
so if blitz rules in effect, i can play recon 1 as an order to a plane, and simply draw another card for replacement after my turn, but if i drew air power, i put it face up, and draw another one right ?